L L4D2node

GetComponentsFromNodeIndex

0x000bce40 · 66 bytes · __cdecl

_Z26GetComponentsFromNodeIndexiPiS_

Decompiled

undefined (3 params)

/* GetComponentsFromNodeIndex(int, int*, int*) */

void GetComponentsFromNodeIndex(int param_1,int *param_2,int *param_3)

{
  byte bVar1;
  byte bVar2;
  
  bVar2 = 0;
  *param_2 = 0;
  *param_3 = 0;
  for (; param_1 != 0; param_1 = param_1 >> 2) {
    *param_2 = *param_2 | (param_1 & 1U) << (bVar2 & 0x1f);
    bVar1 = bVar2 & 0x1f;
    bVar2 = bVar2 + 1;
    *param_3 = *param_3 | (param_1 >> 1 & 1U) << bVar1;
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)